npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / ent_npc.c
1 #include "vg/vg_mem.h"
2 #include "ent_npc.h"
3 #include "shaders/model_character_view.h"
4 #include "input.h"
5 #include "player.h"
6 #include "gui.h"
7
8 struct npc npc_gumpa, npc_slowmo, npc_volc_flight;
9 static struct skeleton_anim *gumpa_idle;
10 static struct skeleton_anim *slowmo_momentum, *slowmo_slide, *slowmo_rewind,
11 *anim_tutorial_cam;
12 static float slowmo_opacity = 0.0f;
13 static f64 volc_start_preview = 0.0;
14
15 void npc_load_model( struct npc *npc, const char *path )
16 {
17 vg_linear_clear( vg_mem.scratch );
18
19 mdl_context *meta = &npc->meta;
20 mdl_open( meta, path, vg_mem.rtmemory );
21 mdl_load_metadata_block( meta, vg_mem.rtmemory );
22 mdl_load_animation_block( meta, vg_mem.rtmemory );
23
24 struct skeleton *sk = &npc->skeleton;
25 skeleton_setup( sk, vg_mem.rtmemory, meta );
26
27 u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
28 npc->final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
29
30 if( mdl_arrcount( &meta->textures ) )
31 {
32 mdl_texture *tex0 = mdl_arritm( &meta->textures, 0 );
33 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
34 mdl_fread_pack_file( meta, &tex0->file, data );
35
36 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
37 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
38 &npc->texture );
39 }
40 else
41 {
42 npc->texture = vg.tex_missing;
43 }
44
45 mdl_async_load_glmesh( meta, &npc->mesh, NULL );
46 mdl_close( meta );
47 }
48
49 void npc_init(void)
50 {
51 npc_load_model( &npc_gumpa, "models/gumpa.mdl" );
52 gumpa_idle = skeleton_get_anim( &npc_gumpa.skeleton, "gumpa_idle" );
53
54 npc_load_model( &npc_slowmo, "models/slowmos.mdl" );
55 slowmo_momentum =
56 skeleton_get_anim( &npc_slowmo.skeleton, "slowmo_momentum" );
57 slowmo_slide = skeleton_get_anim( &npc_slowmo.skeleton, "slowmo_slide" );
58 slowmo_rewind = skeleton_get_anim( &npc_slowmo.skeleton, "slowmo_rewind" );
59
60 npc_load_model( &npc_volc_flight, "models/volc_flight.mdl" );
61 anim_tutorial_cam =
62 skeleton_get_anim( &npc_volc_flight.skeleton, "tutorial" );
63 }
64
65 static struct npc *npc_resolve( u32 id )
66 {
67 if( id == 1 ) return &npc_gumpa;
68 else if( id == 2 ) return &npc_slowmo;
69 else if( id == 3 ) return &npc_volc_flight;
70 else return NULL;
71 }
72
73 static void npc_slowmo_call( ent_npc *npc, ent_call *call )
74 {
75 if( call->function == 0 )
76 {
77 gui_helper_clear();
78 vg_str text;
79
80 if( npc->context == 2 )
81 {
82 if( gui_new_helper( input_axis_list[k_sraxis_grab], &text ))
83 vg_strcat( &text, "Crouch (store energy)" );
84 if( gui_new_helper( input_joy_list[k_srjoystick_steer], &text ))
85 vg_strcat( &text, "Slide" );
86 }
87 else if( npc->context == 1 )
88 {
89 if( gui_new_helper( input_axis_list[k_sraxis_grab], &text ))
90 vg_strcat( &text, "Crouch (store energy)" );
91 }
92 else if( npc->context == 3 )
93 {
94 if( gui_new_helper( input_button_list[k_srbind_reset], &text ))
95 vg_strcat( &text, "Rewind time" );
96 if( gui_new_helper( input_button_list[k_srbind_replay_resume], &text ))
97 vg_strcat( &text, "Resume" );
98 }
99 }
100 else if( call->function == -1 )
101 {
102 world_entity_clear_focus();
103 gui_helper_clear();
104 }
105 }
106
107 void ent_npc_call( world_instance *world, ent_call *call )
108 {
109 u32 index = mdl_entity_id_id( call->id );
110 ent_npc *npc = mdl_arritm( &world->ent_npc, index );
111
112 if( npc->id == 2 )
113 {
114 npc_slowmo_call( npc, call );
115 }
116 else if( npc->id == 3 )
117 {
118 if( call->function == 0 )
119 {
120 world_entity_set_focus( call->id );
121 gui_helper_clear();
122 vg_str text;
123 if( gui_new_helper( input_button_list[k_srbind_maccept], &text ))
124 vg_strcat( &text, "Preview course" );
125 }
126 else if( call->function == -1 )
127 {
128 world_entity_clear_focus();
129 gui_helper_clear();
130 }
131 }
132 else
133 {
134 if( call->function == 0 )
135 {
136 world_entity_set_focus( call->id );
137 gui_helper_clear();
138 vg_str text;
139 if( gui_new_helper( input_button_list[k_srbind_maccept], &text ))
140 vg_strcat( &text, "Talk to ???" );
141 }
142 else if( call->function == -1 )
143 {
144 world_entity_clear_focus();
145 gui_helper_clear();
146 }
147 else
148 {
149 vg_print_backtrace();
150 vg_error( "Unhandled function id: %i\n", call->function );
151 }
152 }
153 }
154
155 void ent_npc_preupdate( ent_npc *ent, int active )
156 {
157 world_instance *world = world_current_instance();
158
159 if( !active )
160 {
161 if( button_down(k_srbind_maccept) )
162 {
163 world_entity_focus_modal();
164 gui_helper_clear();
165 vg_str text;
166 if( gui_new_helper( input_button_list[k_srbind_mback], &text ))
167 vg_strcat( &text, "leave" );
168
169 volc_start_preview = vg.time;
170 }
171
172 return;
173 }
174
175 if( ent->id == 3 )
176 {
177 player_pose pose;
178 struct skeleton *sk = &npc_volc_flight.skeleton;
179
180 f64 t = (vg.time - volc_start_preview) * 0.5;
181 skeleton_sample_anim_clamped( sk, anim_tutorial_cam, t, pose.keyframes );
182
183 ent_camera *cam = mdl_arritm( &world->ent_camera,
184 mdl_entity_id_id(ent->camera) );
185 v3_copy( pose.keyframes[0].co, cam->transform.co );
186
187 v4f qp;
188 q_axis_angle( qp, (v3f){1,0,0}, VG_TAUf*0.25f );
189 q_mul( pose.keyframes[0].q, qp, cam->transform.q );
190 q_normalize( cam->transform.q );
191
192 v3_add( ent->transform.co, cam->transform.co, cam->transform.co );
193 }
194
195 world_entity_focus_camera( world, ent->camera );
196
197 if( button_down( k_srbind_mback ) )
198 {
199 world_entity_exit_modal();
200 world_entity_clear_focus();
201 gui_helper_clear();
202 }
203 }
204
205 void npc_update( ent_npc *ent )
206 {
207 if( ent->id == 3 ) return;
208
209 struct npc *npc_def = npc_resolve( ent->id );
210 VG_ASSERT( npc_def );
211
212 player_pose pose;
213 struct skeleton *sk = &npc_def->skeleton;
214 pose.type = k_player_pose_type_ik;
215 pose.board.lean = 0.0f;
216
217 if( ent->id == 1 )
218 {
219 skeleton_sample_anim( sk, gumpa_idle, vg.time, pose.keyframes );
220 }
221 else if( ent->id == 2 )
222 {
223 struct skeleton_anim *anim = NULL;
224 if( ent->context == 1 ) anim = slowmo_momentum;
225 else if( ent->context == 2 ) anim = slowmo_slide;
226 else if( ent->context == 3 ) anim = slowmo_rewind;
227
228 VG_ASSERT( anim );
229
230 f32 t = vg.time*0.5f,
231 animtime = fmodf( t*anim->rate, anim->length ),
232 lt = animtime / (f32)anim->length;
233 skeleton_sample_anim( sk, anim, t, pose.keyframes );
234 slowmo_opacity = vg_clampf(fabsf(lt-0.5f)*9.0f-3.0f,0,1);
235 }
236
237 v3_copy( ent->transform.co, pose.root_co );
238 v4_copy( ent->transform.q, pose.root_q );
239 apply_full_skeleton_pose( &npc_def->skeleton, &pose, npc_def->final_mtx );
240 }
241
242 void npc_render( ent_npc *ent, world_instance *world, vg_camera *cam )
243 {
244 if( ent->id == 3 ) return;
245
246 struct npc *npc_def = npc_resolve( ent->id );
247 VG_ASSERT( npc_def );
248
249 shader_model_character_view_use();
250
251 glActiveTexture( GL_TEXTURE0 );
252 glBindTexture( GL_TEXTURE_2D, npc_def->texture );
253 shader_model_character_view_uTexMain( 0 );
254 shader_model_character_view_uCamera( cam->transform[3] );
255 shader_model_character_view_uPv( cam->mtx.pv );
256
257 if( ent->id == 2 )
258 {
259 shader_model_character_view_uDepthMode( 2 );
260 shader_model_character_view_uDitherCutoff( slowmo_opacity );
261 }
262 else
263 {
264 shader_model_character_view_uDepthMode( 0 );
265 }
266
267 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
268
269 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
270 npc_def->skeleton.bone_count,
271 0,
272 (const GLfloat *)npc_def->final_mtx );
273
274 mesh_bind( &npc_def->mesh );
275 mesh_draw( &npc_def->mesh );
276 }